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@@ -93,6 +93,9 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
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const std::vector<RuntimeRenderState>& layerStates,
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std::vector<LayerProgram>& layerPrograms) const
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{
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// Flatten the layer stack into concrete GL passes. A layer may now contain
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// several shader passes, but the outer stack still sees one visible output
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// per layer.
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std::vector<RenderPassDescriptor> passes;
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const std::size_t passCount = layerStates.size() < layerPrograms.size() ? layerStates.size() : layerPrograms.size();
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std::size_t descriptorCount = 0;
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@@ -108,6 +111,9 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
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LayerProgram& layerProgram = layerPrograms[index];
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if (layerProgram.passes.empty())
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continue;
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// Preserve the original two-target layer ping-pong. Intermediate passes
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// inside this layer are routed through pooled temporary targets instead.
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const std::size_t remaining = layerStates.size() - index;
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const bool writeToMain = (remaining % 2) == 1;
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const GLuint layerOutputTexture = writeToMain ? mRenderer.CompositeTexture() : mRenderer.LayerTempTexture();
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@@ -132,6 +138,8 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
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GLuint passSourceFramebuffer = previousPassFramebuffer;
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if (!passProgram.inputNames.empty())
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{
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// v1 multipass uses the first declared input as gVideoInput.
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// Later inputs are parsed for forward compatibility.
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const std::string& inputName = passProgram.inputNames.front();
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if (inputName == "layerInput")
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{
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@@ -159,6 +167,8 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
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RenderPassOutputTarget outputTarget = layerOutputTarget;
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if (!writesLayerOutput)
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{
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// Temporary targets are reserved when the shader stack is
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// committed, avoiding texture allocation during playback.
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if (temporaryTargetIndex < mRenderer.TemporaryRenderTargetCount())
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{
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const RenderTarget& temporaryTarget = mRenderer.TemporaryRenderTarget(temporaryTargetIndex);
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@@ -186,6 +196,8 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
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pass.capturePreLayerHistory = passIndex == 0 && state.temporalHistorySource == TemporalHistorySource::PreLayerInput;
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passes.push_back(pass);
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// A later pass can reference either the explicit output name or the
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// pass id, which keeps small manifests pleasant to write.
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namedOutputs[outputName] = std::make_pair(passDestinationTexture, passDestinationFramebuffer);
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namedOutputs[passProgram.passId] = std::make_pair(passDestinationTexture, passDestinationFramebuffer);
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previousPassTexture = passDestinationTexture;
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@@ -253,6 +265,8 @@ void OpenGLRenderPass::RenderShaderProgram(
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mTextureBindings.BindRuntimeTexturePlan(texturePlan);
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glBindVertexArray(mRenderer.FullscreenVertexArray());
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glUseProgram(passProgram.program);
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// The UBO is shared by every pass in a layer; texture routing is what
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// changes from pass to pass.
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updateGlobalParams(state, mRenderer.TemporalHistory().SourceAvailableCount(), mRenderer.TemporalHistory().AvailableCountForLayer(state.layerId));
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glUseProgram(0);
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@@ -16,6 +16,8 @@ void CopyErrorMessage(const std::string& message, int errorMessageSize, char* er
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std::size_t RequiredTemporaryRenderTargets(const std::vector<OpenGLRenderer::LayerProgram>& layerPrograms)
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{
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// Only one layer renders at a time, so the pool needs to cover the widest
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// layer, not the sum of every intermediate pass in the stack.
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std::size_t requiredTargets = 0;
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for (const OpenGLRenderer::LayerProgram& layerProgram : layerPrograms)
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{
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@@ -51,6 +53,8 @@ bool OpenGLShaderPrograms::CompileLayerPrograms(unsigned inputFrameWidth, unsign
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return false;
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}
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// Initial startup still compiles synchronously; auto-reload uses the build
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// queue so Slang/file work stays off the playback path.
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std::vector<LayerProgram> newPrograms;
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newPrograms.reserve(layerStates.size());
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@@ -106,6 +110,8 @@ bool OpenGLShaderPrograms::CommitPreparedLayerPrograms(const PreparedShaderBuild
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return false;
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}
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// The prepared build already contains GLSL text for each pass. This commit
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// step performs the short GL work on the render thread.
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std::vector<LayerProgram> newPrograms;
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newPrograms.reserve(preparedBuild.layers.size());
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@@ -1324,6 +1324,8 @@ bool RuntimeHost::BuildLayerPassFragmentShaderSources(const std::string& layerId
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}
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ShaderCompiler compiler(mRepoRoot, mWrapperPath, mGeneratedGlslPath, mPatchedGlslPath, mConfig.maxTemporalHistoryFrames);
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// Compile every declared pass while the caller remains backend-neutral.
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// The GL layer decides how the resulting pass sources are routed.
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passSources.clear();
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passSources.reserve(shaderPackage.passes.size());
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for (const ShaderPassDefinition& pass : shaderPackage.passes)
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@@ -258,6 +258,8 @@ bool ParsePassDefinitions(const JsonValue& manifestJson, ShaderPackage& shaderPa
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if (!passesValue)
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{
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// Existing shader packages are treated as a single implicit pass, so
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// multipass support does not require manifest churn.
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ShaderPassDefinition pass;
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pass.id = "main";
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pass.entryPoint = shaderPackage.entryPoint;
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@@ -334,6 +336,8 @@ bool ParsePassDefinitions(const JsonValue& manifestJson, ShaderPackage& shaderPa
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}
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}
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// Keep source validation in the registry. Bad pass declarations then
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// appear as unavailable shaders instead of failing at render time.
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if (!std::filesystem::exists(pass.sourcePath))
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{
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error = "Shader pass source not found for package " + shaderPackage.id + ": " + pass.sourcePath.string();
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